A breakdown on Evil Ryu's health, normals, specials and ultras.
Overview by Adnan and MetallicA
Very interesting character but will be difficult to win with, combos are not so simple, but his damage is painful. I feel this character can zone out very well and can be played offensive and defensive.
Very low, around 800-850 (stun is also very low).
Good distance (you can Kara Hard Punch focus for a longer distance).
Similar to Ryu's grab (you can Kara grab with Hard Punch for far distance).
Feels like Ryu's Light Punch.
Can reset with Crouching Light Punch after Light Hurricane Kick.
Combos to: Crouching Light Punch, Standing Light Punch, Crouching Medium Punch, Standing Medium Punch, Standing Hard Punch, Crouching Light Kick, Standing Light Kick, Hurricane Kick, Shoryuken, Fireball and Light Kick Stomp.
This move is too good, faster than Ryu's Medium Punch.
Crouching Medium Punch and Standing Medium Punch are both able to be Canceled.
Jumping Medium Punch has the same two hit juggle as Ryu (I was unable to Jumping Medium Punch, Ultra 1 — but Ultra 2 works).
Counter hit Crouching Medium Punch to Crouching Hard Kick sweep works.
Hit box of Standing Medium Punch looks great and can really blow up crouch teching.
Overhead looks just like Akuma's and you can Kara Super Demon with overhead.
Can reset with Crouching and Standing Medium Punch after Light Hurricane Kick.
Combos to: Crouching Light Punch, Standing Light Punch, Crouching Medium Punch, Standing Medium Punch, Standing Hard Punch, Crouching Light Kick, Standing Light Kick, Crouching Medium Kick, Hurricane Kick, Shoryuken, Fireball and Light Kick Stomp.
Looks more like Akuma's Hard Punch.
Can reset with Standing Hard Punch after Light Hurricane Kick.
Great move to keep opponent from jumping.
Close up, breaks crouch teching and can cancel to teleport.
Jump in Hard Punch option select Hurricane Kick is very fast.
Combos to: Hurricane Kick, Shoryuken, Ultra 2, Fireball and Light Kick Stomp.
Same as Ryu's crouching and standing Light Kick.
Good fake option in trying to make your opponent jump.
Can cross over opponent.
Combos to: Crouching Light Kick, Standing Light Kick, Crouching Light Punch, Standing Light Punch, Hurricane Kick and Shoryuken.
A little slower than Ryu's Crouching Medium Kick, but I think has a larger hitbox.
Crouching Medium Kick into Fireball comes out very fast and a great zoning tool.
Can cross over opponent, similar to Akuma.
Able to Dive Kick at top arc, like Akuma.
Can option select with Jumping Medium Kick, Shoryuken very well.
Combos to: Hurricane Kick, Fireball and Shoryuken.
This move does big damage, but its recovery is horrendous.
Can't combo to Crouching Hard Kick from a normal unless counter hit.
Crouching Hard Kick after Light Hurricane Kick works but timing is different than Akuma's and might be character specific.
Hurricane Kick (quarter circle back + kick)
This move is fantastic and very, Very fast.
Seems to be quick on recovery.
Can't Hurricane Kick out in the air.
Light Hurricane Kick
Hits 1 time.
Can juggle to Shoryuken and various normals.
Light Hurricane Kick seems better at cross ups since Medium and Hard Punch push the opponent too far for another combo.
Cross up Hurricane Kick to Ultra 2 works.
Medium Hurricane Kick
Hits 2 times.
Similar to Hard Kick version but closer distance.
Hard Hurricane Kick
Hits up to 4 times and great at closing space.
Can reach almost full screen and is probably twice the speed of Ryu's Hurricane Kick.
EX Hurricane Kick
Think it was 5 hits.
This has a large hitbox.
Same as Ryu's and can juggle to Ultra 1.
Can Shoryuken after.
Shoryuken (Toward, Down, Down-Toward + Punch)
Need to find the Shoryuken with start-up invincibility.
Feels better than Ryu's Shoryuken and quick recovery and start-ups.
Can FADC after Light Hurricane Kick to Ultra 1 and 2 (WOW).
Light Punch Shoryuken
The start up on this move is very fast.
This move has much better recovery than Ryu's Shoryuken.
Can Light Punch Shoryuken, Ultra 1 without cancel.
Medium Punch Shoryuken
You can throw out a Light Punch Fireball and then late Medium Punch Shoryuken at close distance showing fast start-up.
Feels like the better anti-air option for Evil Ryu, but not sure yet.
Hard Punch Shoryuken
Feels like vanilla Shoryuken.
Very nice distance and can hit safe jumps.
This move might have no invincibility, need to test it out later.
Fireball (quater circle toward + punch | half circle back + punch for red Fireball)
Fireballs feel a little faster then Ryu's fireballs.
Light Punch Fireball feels to have the fastest recovery, but then again Hard Punch is pretty good.
Red fireballs hit once, twice, and three times depending on the punch used.
Similar to Akuma's Fireball and slow start-up.
Both versions of the Fireball can be used after Shoryuken FADC.
Much faster than Ryu's EX Fireball.
EX Red Fireball has large damage and fast start-up.
Kick Stomp (quarter circle toward + kick)
Another good crouching tech breaker.
All kicks armor break.
Light Kick Stomp having the fastest start up but closest distance.
Medium Kick Stomp between Light Kick and Hard Kick.
Hard Kick Stomp with the slowest start up but farther distance.
Can only combo into Light Kick Stomp.
EX Kick Stomp
Quick start up and descent recovery.
Teleport (Shoryuken or Reverse Shoryuken motion + 3 punches or 3 kicks)
Recovery seems slower then Akuma's.
Punches and kicks all vary on distance.
Punch teleport reaching the farthest distance.
Kick teleport reaching the shortest distance.
Ultra 1 (quarter circle toward 2x + 3 punches)
Good damage and similar to Ryu's.
Ultra an opponents Fireball works very weird, sometimes it would work and other times it would cancel it out (might depend on the incoming projectile).
Recovery is very bad.
You can hold the punches and charge the Ultra.
Shoryuken, FADC, Ultra 1 is possible.
Light Punch Shoryuken Ultra 1 is very nice without a cancel.
Jumping Medium Punch into Ultra 1 didn't work.
Ultra 2 (quarter circle toward 2x + 3 kicks)
Terrible recovery and might be only invincible on start-up.
This Ultra looks like Ken and Dudley's Super.
Damage is good, but sort of difficult to anti-air with.
Jumping Medium Punch, Ultra 2 works.
Low Medium Kick, EX Fireball, FADC, Ultra 2 works and is the full animation.
You can Shoryuken, FADC, Ultra 2. Health 850, Stun 950
Numbers calculated from this video,
In the 2nd round that starts @ 00:56.
Assuming normal Ryu's damage and stun rate for the used normals aren't changed in AE (which 99% they haven't), here's how I calculated the stun rate:
It begins at 1:06:
Combo 1: CH c.MP, c.MP, c.HK = 305 stun
Combo 2: CH j.HK, c.MP, c.MP, c.HK = 500 stun
j.MK = 100 stun
CH c.LK = 63 stun
Total = 968 stun to dizzy Evil Ryu, which means he has 950 stun rate
As for health, it was trickier to figure out because unlike stun, it gets scaled depending on your health, anyway here's what happened in the 2nd round up to when Evil Ryu got dizzied:
CH j.HP = 125 damage
Combo 1: c.MP(ch), c.MP, c.HK = 207 damage
Combo 2: j.hk(ch),cr.mp,cr.mp,cr.hk = 291 damage (288 damage on 850 health character)
j.MK = 67 damage (63 damage on 850 health character)
CH c.LK= 24 damage (23 damage on 850 health character)
Total = 714 - 706 damage scaled depending on the character's health (1000-850)
Anyway, let's say it took around 710 damage to get Evil Ryu's health to just outside the 2nd score circle under the health bar when he got dizzied (a screenshot), here are the results for doing a full Gief Ultra 1 + MP SPD (520 + scaled 190 SPD= 710 damage) on these characters that have different health ratings:
Health breakdown image
As you can see, Evil Ryu's health matches Akuma's 850 health for taking the same amount of damage. Can't wait till AE hits console!
By: Cinderkin Sep 9, 2010 | 2 Comments
Don't be a Jimmy! Save on these Deals! NOTE: THIS ONLINE PROMOTION IS ONLY VALID FROM SEPT. 9 - SEPT. 14, 2010!
9/9 - 9/14: Mad Catz Sale - 20-30% FightSticks + $100 F/S Round 2 TE!
NOTE: THIS ONLINE PROMOTION IS ONLY VALID FROM SEPT. 9 - SEPT. 14, 2010!
ALSO NOTE, ONLY ONE COUPON CODE CAN BE USED AT A TIME! IF YOU WANT TO GET A DISCOUNT ON BOTH A SUPER STREET FIGHTER ORDER AND/OR A REGULAR TE STICK ORDER, FIGHTPAD/SE FIGHTSTICK YOU WILL HAVE TO CREATE SEPARATE ORDERS!
This weekend, Mad Catz (MarkMan) will be wandering around Universal Studios in Hollywood for the World Cyber Games US Qualifiers ! We are supporting the competitive gaming scene and want to see America's hopefuls do well for the grand finals later this month!
We're also running a special deal to commemorate our partnership with Super Battle Opera Qualifiers! Right now on our GameShark Store, take advantage of 20-30% off all fighting game related products! Use coupon code SUPERWCG (case sensitive) for 20% off all new Super Street Fighter IV Arcade FightSticks and FightPads (excludes the NEW Chun-Li TE "S")! Use coupon code WCGUSA for even more savings with 30% off all fighting game related products (excluding parts & Super SFIV products).
Also to celebrate the weekend, the GameShark store has another deal for Fighting Game fans! By using coupon code ROUND2 you save $50 on both the Xbox 360 and PlayStation 3 models of the Street Fighter IV ROUND 2 Arcade TE FightSticks! We're also throwing in FREE GROUND SHIPPING! Don't miss out on your chance to own one of these highly regarded, award-winning SFIV controllers!
These promos expire end of day Tuesday, Sept. 14th!
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Also follow MarkMan on twitter for a chance to get some free swag (shirts, sticks, keychains + more) while at the event!
Hello everyone! MarkMan here with another discount for the gaming community <3 !
There will be another special Mad Catz Store ( http://store.gameshark.com ) promotion going on this week/weekend!
We will be doing 20-30% off certain products!
The 20%* OFF Super Street Fighter IV includes the following... CODE = SUPERWCG
The 30%* OFF** product list includes the following... CODE = WCGUSA
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The $50* OFF** & INCLUDES FREE GROUND SHIPPING! ... CODE = ROUND2
- Street Fighter IV "Round 2" Arcade FightStick Tournament Edition for PlayStation 3 & Xbox 360
WE ARE PROUD TO ANNOUNCE our NEW range of Mad Catz FightStick Parts. Currently we have dust cover sets (with the arrowed design) and bezels for the Tournament Edition sticks. With MORE to come!
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The latest Japanese Developer Blog has been posted this time featuring Oni. Check it out!
-Kuruoshiki Oni (which I shall translate as Batshit-Insane Oni) was created to be beyond Shin Akuma
-Created using Akuma as a base, but because of his different appearance, techniques, properties, etc., he's pretty much an entirely different character
-Higher health, stun than Akuma
-Does not have close/far normals, similar to Makoto or Dudley
-About half of his normals are new
-Some of his normals are similar to Akuma's, while others are not, so try to figure out where and how to use them
-Steps forward while doing an upward diagonal palm thrust
-At close range, will combo with Tatsu
-Has better reach than st.LP and has a strong upward-reaching hitbox, so at the proper distance, can be used as anti-air
-6F start-up, 4F active, 17F recovery. Won't link from any of his normals, but since you can use it for an easy combo as part of Target Combo 2, it will get frequent usage
-Takes a large step forward while doing a palm thrust to the midsection
-Has the longest horizontal reach of his normals
-Even on block it's difficult to punish because of the distance, so it's effective as a poke
-Has projectile properties, so can neutralize projectile attacks. Won't work against multi-hitting projectiles, however
-11F startup, 6F active, 18F recovery; +0 on hit, -9 on block
-At close range, does two hits
-Relatively fast start-up, and has reach, so you can use it as a poke, but use with caution, as it will whiff against crouching opponents from a distance
-First hit is special- and Super-cancellable.
-5F start-up, 1F active (first hit) 4F active (second), 14F recovery
-Can link from st.LP, other attacks
-Does a spin while performing a forward roundhouse kick
-Has the second longest reach, after F+HP
-Different from F+HP, as it keeps Oni moving forward after the motion, so intentional whiffs can be an effective way to close in
-Rather slow start-up for a MK, so it's best to not abuse it
-12F start-up, 2F active, 13F recovery; +2 on hit, -2 on block
-A high back roundhouse, in a similar motion to Ryu's st.HK
-Knocks down against air opponents, so you can follow up with certain specials in the corner
-Spaced properly, you can hit your opponent out of the start of a forward jump
-A crouched spinning sweep
-8F start-up, 2F active, 24F recovery
-Won't link with any of his normals, but has good reach and a strong hitbox
-On block, can be punished with Ultra Combos by nearly all characters, so it's best to use it from a far distance, where it's difficult to punish
UNIQUE ATTACKS AND TARGET COMBOS
-B+MP (Ganka Uchi)
-Fast, links from st.LP (and other attacks)
-Special- and super-cancellable
-TC1: F+LP → st.MP
-TC2: B+MP → st.HP
-Both are cancellable
-Can used for various combos, but since too many hits will affect total damage, use it based on the match-up and your own preference
-Special moves: Gohadoken, Gorai Hadoken (Roaring Thunder Hadoken), Zanku Hadosho (air dash), Goshoryuken, Tatsumaki Zankukyaku, Air Tatsu, Sekisei Jiraiken (Red Star Landmine Fist, aka fist pound), Rakan Dantojin (Arhat Tower Slice Blade, aka palm slice).
-All except Zanku Hadosho have EX versions
-Tatsu and Palm Slice are Armor-Break
Explanation of some EX move properties:
-The normal version is chargeable, will reach full-screen and hit twice, but the EX version already has those properties and is not chargeable
-Doesn't knock down ground opponents, so you can create various combos from FADCs
EX Rakan Dantojin (Palm slice)
-MK version has projectile-invincibility only during the forward movement at start-up, but the EX version is projectile-invincible until the end of active frames
-Slow technique, so if you're too far away, you'll go through the fireball but won't hit your opponent in time
EX Sekisei Jiraiken (Fist pound)
-Normal version is one hit, can be blocked low, but the EX version is two-hit, overhead on the first hit only
-Has a prolonged hitbox when his fist hits the ground, so depend on how it hits, it can be difficult to punish even when blocked
-Knocks down, so you can follow up the attack with a combo
-Super Combo is Shun Goku Satsu (Raging Demon).
-Can also be done in the air, but only hit air opponents. Like the ground version, can be kara-cancelled
-UC1 is Meido Gohado, UC2 is Tenchi Sokaigen
-UC1 does 350 damage from a distance, but 450 point-blank
-UC1 gives you access to Messatsu Gotenha (upward fireball version) and Messtasu Gozanku (air fireball version). Neither do particularly high damage, but find ways to use them and include them in your fighting strategy
-UC2 does high damage, is projectile-invincible
-At close range, a hit will lock your opponent in the cinematic
-Doesn't do much damage outside of the cinematic, so move in close when using the move
-Can be comboed from FADCs, so we recommend players who prefer damage to use this UC
-525 damage on a clean hit (i.e. the second most-damaging UC in the game, only surpassed by oiled Hakan's Oil Coaster)
-Like Evil Ryu, the boss version in Arcade Mode has totally different properties"
Source: SSF4 Developer Blog
Dudley, Adon, Cody, Guy, Dee Jay, T. Hawk, Blanka and Dan. The only one left is Seth.
Tell us what you think in the comments. Don't be a Jimmy!
By: iorilamia Dec 24, 2010 | 6 Comments
"The Iceman" is giving the people what they want
Tokido shortly after the release of AE started a blog about his battles, matchups and how he feels about players in general. In this blog he gives us some nice insight on how players are doing and what he does in matches. Also you do not need an account to comment and Tokido replies to many of the comments, like what he thinks about Daigo "too aggresive" and that his favorite tea is Oolong. Also he writes the blog mostly in English! Shortly after creating his blog he has also started a youtube account, recording some of his matches and other people's matches. Enjoy guys and leave a comment about what you think.
Youtube channel- http://www.youtube.com/user/tokido77
Heres one of the vids, mago vs inoue
The Super Street Fighter 4 Ultra Femme Fatales Pack is now Available on PSN and Xbox Live. Go download em and get to winning in style! (unless Cammy is your character). Pics and pricing below.
The Ultra Femme Fatales Pack is avaiable now, and will cost $3.99 or 320 MSP. Below are a few screenshots showing off the costumes in game.
Are you going to buy these? Tell us what you think in the comments. Don't be a Jimmy!
By: Cinderkin Apr 10, 2011 | 10 Comments
Family Guy has just aired their latest episode, and in the episode Peter Griffin takes on Mr. Washee Washee in what is a pretty funny Street Fighter II Parody. Stay Free!
The video is kinda hard to hear, so I would suggest headphones or something. Also if you watch Family Guy regularly then this is a huge spoiler for tonights episode.
Tell us what you think in the comments. Don't be a Jimmy!
Tournament Legacy, the company behind the SoCal Regionals, just announced Revelations, running from June 10-12, 2011.
Here is what they had to say on the site:
There is $30,000 dollars on the line, $5,000 dollars for Marvel vs. Capcom 3, $5,000 dollars for BlazBlue Continuum Shift, and $20,000 for Super Street Fighter 4. The biggest names in fighting games are planned to appear and join the fray. Tournament Legacy hopes that people traveling far and wide to attend E3, would just take a couple more days to relax in the City of Angels to join the frenzy at this amazing fighting game event, Revelations. A way to level up for EVO, tons of money at stake, and the fiercest competition? Only the craziest would pass this up.
Gouki.com Will be at E3 this year, we may head to this tournament as well. Not only to score some exclusive footage, but to dominate the tourney. FNJimmy is absolutely unstoppable. Tell us what you think in the comments. Don't be a Jimmy!
Source: Tournament Legacy
Since I've reached my 3rd Strike, I think it's time to express my feeling towards one of Gouki Jones' favorite Street Fighters.... Birdie (What a joke).
I love Street Fighter with its great cast of wacky characters, special moves, and one on one fighting. There have been some characters that have left quite a mark on the memories of gamers around the world. That is what you expect from a game with Fighters from around the world.
There is one character in particular that I want to talk about. That character would be Birdie. Why would anyone want to talk about this trash heap of a character? Well I've noticed that Gouki Jones here on Gouki.com has been constantly waiting for his return (why anyone would want him back is beyond me)
Lets start by taking a look at Birdie Himself
Birdie in Street Fighter
Birdie in Street Fighter Alpha, Alpha 2, Alpha 3
Do you see a problem here? What the heck happened to his Skin tone from Street Fighter to Alpha?
Here is a little back story for Birdie
Prior to his criminal career, Birdie was a professional wrestler, teaming with occasional rival Titanic Tim (from the Saturday Night Slam Masters series) as the "500 Million Trillion Powers." He turned to a life of crime when his wrestling career ended, doing some street fighting on the side to add to his income.
His notoriety got him invited to the first World Warrior tournament. He was suffering from a particularly nasty strain of flu, however, and lost his fight with Ryu.
Despite this setback, Birdie rose up the criminal ranks. He eventually became aware of an organization called Shadaloo and managed to use his criminal reputation to join them.
Sneaking into a Shadaloo data room, he learned about the Psycho Drive machine, not aware that M. Bison was watching him. Thinking he could use it to overthrow Bison and become lord of Shadoloo himself, he set out to find it. Bison sent Balrog to kill Birdie, but Birdie convinced Balrog to help him instead by telling him how the Psycho Drive could make them powerful. Hindered by Balrog's incompetence, however, Birdie couldn't find the Drive before it exploded.
It is likely that Birdie remained with Shadaloo until it finally collapsed, and is back on the streets.
Birdie's Win quote from Street Fighter Alpha 3
"Oh, what!? ... Before? I looked pale because I was sick!!"
I just wanted to briefly talk about Birdie and how I think he is trash and I'm glad he got his ass whooped by Abel in the new Street Fighter 4 comic series. The guy is a joke and is too stupid to realize that Dan is better than he is.
Don't be a Jimmy like Birdie!
By: Crimson Relic Apr 6, 2010 | 1 Comments
Developers of SSFIV tell us what they've done to balance 6 of the characters.
Hello everyone. This is Tsukamoto.
All around us, it looks like spring as the cherry blossoms are beginning to bloom. But with the heat generated from the National Tournament, it feels like we skipped spring and went straight to summer! I'm really grateful to those who participated. Thank you very much!
And we also had a huge announcement from producer Ono! SFIV arcade players, thanks for waiting! I was also a bit surprised, but I believe that the confirmation of an arcade release of SSFIV happened because you all poured out your hearts for it to Ono! That's really great! But it looks like we're gonna get busy again!
This week, continuing on from last week, together with the battle planners we'll be talking about the character adjustments for Guile, Dhalsim, Balrog, Vega, Sagat, and M.Bison.
Let's get right into it - please tell us about the adjustments for Guile.
Since Street Fighter 2, Guile has been a character who can't do his special moves instantly, but with plenty of good normal moves. Since we wanted to work on that area in Super Street Fighter 4, he's the only character in all of the game who we've made adjustments to his charging time, and we've also made some big revisions to his normal moves.
We also worked on his offensive priority quite a bit.
We've also changed the functionality of the Guile High Kick (Down-Toward + Hard Kick), which many people didn't quite know how to use. In SF4 we intended for it to be an anti-air for when Guile doesn't have a charge, but in SSF4 we've added combo functionality to it.
Combo functionality... which means we can juggle after it?
Yes. You can juggle after it with EX-Flash Kick, etc., and you can use it in combos. We've also adjusted his Spinning Back Knuckle (Backfist) so that you can combo it after a Sonic Boom. We've also made it so that his Reverse Spin Kick (Upside-Down Kick) makes low attacks miss more easily, and tried to make him more like his old self.
We've also made some corrections to his combos.
Yes, we have. The Guile players who gave it their all with his combos, they didn't really get enough reward for their efforts. That was the biggest thing about his combos, so in SSF4 we took that into consideration and we're adjusting the amount of damage his link combos do.
What about adjustments to his special moves?
Guile is all about the Sonic Boom. But in SF4, when getting into a fireball fight he ended up on the losing side. That's not really Guile. Even though his Sonic Boom is a charge move, he's supposed to be the one to win in a fireball fight. So in order to get closer to that idea, we've made some slight adjustments to the charge time for Sonic Boom to make it stronger.
What type of move is his new ultra, Sonic Hurricane?
As the Sonic Hurricane is a move based on being grounded, you can use it to pressure your opponent, do chip damage, or just keep your opponent in front of you and stop them from moving. We've also made it so that it can be used in combos. So then because of that, it does a little less damage than his Somersault Explosion Ultra I. So if you want to take off big chunks of damage, use Somersault Explosion, but if you want an all-purpose attack plan with lots of variations, then you can use Sonic Hurricane.
Sounds like Guile's been buffed up.
Yeah, I think he's risen up to the middle class at least. We've also given him a fun new move, so if you can use it when you have a chance I'd be happy about that.
Ah, this was a bit of a secret topic during Hakan's reveal trailer. Guile's sunglasses.
If you enter in the command, Guile puts on the sunglasses. Do it again, and he takes them off. ... And that's really all it does (laughs). We also wanted to make the sunglasses cancellable.
Jump Hard Kick, Standing Hard Punch, Sunglasses! (laughs) But this would just aggravate the player on the receiving end, so we gave up on it.
Next, tell us about Dhalsim's adjustments.
The character who won the first national tournament. Dhalsim is a character where the players have found a lot of really interesting ways to use him, which surprised even us. But his overall damage output was kind of low, so the reward for reading your opponent wasn't that great. So if the player wasn't exceptionally skilled, there were many rough spots in using him. Although there was the thought that if we made him stronger in Super Street Fighter 4, those who were already good with him would just be even better, but as we wanted a wide range of Dhalsim players to be able to enjoy him more, we decided to give him some improvements.
Isn't he the only character who hasn't has some kind of numerical reduction?
Yeah, I think we talked about this the last time, but in order to increase the number of turns in a fight* we've reduced the damage output in general for all characters - all except for Dhalsim. His damage was low to begin with. Also, we've slightly increased his counter attacks. Since Dhalsim is a character who has difficult normals and trouble with footsies in close, we've improved his throw, and made his Drills better, which many people wanted. So for the Dhalsim players who felt like they lost once their opponent got in close, in Super Street Fighter 4 I think that will be a better fight for you.
(*Azrael's note: In the last blog they mentioned making the game so that if you read your opponent twice, you would probably win - they were adjusting SSF4 to increase this number, so "turns" probably refers to this.)
Many people wanted the his Yoga Fire to be sped up...
We haven't changed the speed of Yoga Fire, but EX-Yoga Fire now goes full-screen, so you can pressure people from areas you couldn't before now.
What type of move is his new ultra, Yoga Shangri-la?
Yoga Shangri-la is a move that can be used during Dhalsim's unique jump arc. As its for grounded use, it won't throw an airborne opponent, but its really good when used with his teleport. To put it simply, Yoga Castastrophe is a move for starting an attack string, while Yoga Shangri-la is a move for ending one.
The hitbox for Yoga Shangri-la is pretty big, and sort of similar to the headbutt Drill. So its difficult for an opponent to tell in an instant whether Yoga Shangri-la or Headbutt Drill is coming, and that adds some variation to his attack patterns.
Now then, please tell us about Balrog's adjustments.
As Balrog was already a pretty strong character, I think he was pretty high up in the tiers in Street Fighter 4. So we wanted to keep his current playstyle intact, but make his freedom of use a bit better. Probably the biggest adjustment is that we've re-examined his input priority. In SF4, his Dash Uppercut and Grand Dash Uppercut sometimes wouldn't come out, or would come out on their own, so we've adjusted this.
How about his new ultra, Dirty Bull?
Dirty Bull is a throw type move that deals out massive stun. Balrog is a character who can make his opponents clam up and then deal out chip damage, or if he breaks their guard he can deal out big rushing damage. But if he has his opponent guarding, for the most part he can really only do chip damage. So now he has the Dirty Bull, which is another way of breaking his opponent's defenses. As was said before, the move does massive stun - so if you hit it after getting in a good rush attack, there's a high likelihood that your opponent will be stunned. For those looking to dish out big damage, you'll want to stick to Violent Buffalo, but if you want more ways to pressure your opponent, then I think Dirty Bull is a nice choice.
Now please tell us about Vega's adjustments.
We've made Vega stronger! Probably the biggest thing is that we've given him more overheads. His Piece of Mercury (Down-Toward + Medium Kick) was a high attack, but in SSF4 it now hits overhead. Many people said it was hard to get knockdowns with Vega in SF4, but with this attack hitting overhead now this should increase his attacking options. Also, we mentioned this before, but we've made his claw and mask more durable, so they don't come off so easily now. We're also adjusting his vitality even when he has the mask and claw, so I believe players will be able to use a stronger playstyle. We've also increased the invulnerability periods on all his special moves and made them stronger.
To give some specific details, we've made his Scarlet Terror unthrowable, so it can be better used against Zangief's Screw Pile Driver. Also, his Medium Punch Rolling Crystal Flash will cause guard stun until the very end, so he doesn't have to worry about it being interrupted by an attack with invincibility, and can use it safely as a chip-damage move.
How about his ultras?
First, we've vastly improved his Bloody High Claw. Now it hits on the way up, the same as his EX-Flying Barcelona Attack, so there are more situations in which he can land it. Also, Splendid Claw reduces his hitbox and moves along very quickly. Bloody High Claw does good damage and is good for anti-air, while Splendid Claw is for grounded opponents. I think Splendid Claw is easier to use than Bloody High Claw, so that adds to his strength.
Many people feel that Vega isn't quite as agile as compared to his Street Fighter 2 version...?
Really though, in SF4 Vega is one of the most agile characters in the game. It's just that he's tall and his legs have a particular movement to them, so if you look at the image it doesn't look like he's moving much at all.
There were also a lot of opinions that his claw throw-away move came out too easily.
We have taken another look at the inputs for that. Except for those who do a lot of inputs from crouching position, it shouldn't really come out on its own anymore.
Well then, now tell us about the adjustments to Sagat.
Sagat was well known as a strong character, and we on the development team felt so as well. This time around, we wanted to retain what he could do, so we went with reducing his damage output. Using the moves and combos he often utilized as a reference, we adjusted his attack power, and we also took another look at his Jumping Medium Punch, which people felt was lopsidedly strong. Of course, you have to read your opponents movements in order to be able to hit them, but as his combo window for attacks was on the long side, we adjusted that as well.
Basically, the situations where he can just throw something out and it will be okay - those have been reduced.
Yes. If you look at him as a whole, the nerfed parts sort of stand out. But we thought that just nerfing him was kind of sad, so we've given him a new move. The "Angry Charge" (Angry Scar) uses up meter, but affects the functionality of his Tiger Uppercut. If Sagat hits Tiger Uppercut during Angry Charge, it does more damage, and it increases your chances of beating your opponent with an air combo. So this is something you should try to do when you have meter.
Sagat was called the strongest in SF4 - what do you think his position is in SSF4?
Now, I feel like he's either 1st or 2nd. Its not that his position has changed, but our adjustments have allowed for the other characters to close the gap on him. So its not that we've just made him weaker, but we've made the other characters more competitive with him.
So for the players who used Sagat before, instead of thinking that they won based on the character's ability, now they can think that Sagat is strong because the player is strong.
What type of move is his new ultra, Tiger Cannon?
In contrast to Tiger Destruction, which moves him forward, Tiger Cannon is a powered-up version of his Tiger Shot. As Ryu is his rival in the story, we also figured that Tiger Cannon would be a nice accompaniment to Ryu's Metsu Hadouken. It doesn't have the destructive power of Tiger Destruction, but its a projectile move that can be used regardless of where the opponent is on screen, and I think it will be nice for those who want to improve their footsie game.
And finally, tell us about the improvements to M. Bison.
I think there are a lot of skilled M. Bison players in SF4, but Bison didn't really have a good go-to move. Bison's signature move is his Psycho Crusher, so for our adjustments we took another look at his usage of it.
The usage of Psycho Crusher?
We've increased the functionality of Psycho Crusher to bring back the "Psycho Tail" image from back in the day. In the past, it would do chip damage even after he passed through the opponent, and trip people up, so we've made adjustments to bring that back. It was often said that the Psycho Crusher was useless in SF4, but now you can use it on wakeup to give Bison an advantage.
Are there any other areas that have been changed?
We've improved the EX-Psycho Crusher's ability to negate fireballs. So now he can nullify a fireball and keep on with his attack.
What kind of move is his new ultra, Psycho Punisher?
His ultra in IV, Nightmare Booster, was mainly meant for in-combos, and has high damage output. So his new ultra, Psycho Punisher, is a move to help M. Bison against projectile characters. He flies in a parabola, so in those times when projectile characters are zoning him out now he can use this ultra. Also, the biggest feature of Psycho Punisher is that its a command move. So you can use it without having to store a charge.
Do you have a message to everyone looking forward to playing the game?
Of the characters we talked about this time around, I believe people were the most concerned about Vega and Sagat. We've improved Vega so that he finally feels like one of the strong four bosses (Four Kings i.e. the World Warrior bosses), so to all the people who have stuck with Vega I really want to say thank you. As for Sagat, as Ryu's rival I don't think his position as changed, but he has a lot more openings than he did in IV. So for people fighting against Sagat, be sure to take advantage of those openings and take the fight to him, and I think it'll be a good match. For Sagat players, you may feel that he's really been nerfed, but he's got a new move, and his position as The King (or, the emperor) hasn't really changed, so please enjoy him in this game as well.
Well everyone, did you enjoy today's entry? Sorry to those whose characters we haven't talked about yet. Please wait just a little while longer! Next time we'll be talking about the adjustments for El Fuerte, C.Viper, Abel, Rufus, Seth, Akuma, and Gouken.
See you next week!
0ShinAkuma0 uploaded a Super Street Fighter 4 compilation of Playerjun52's Ken showing a bunch of highlights from his matches. With some intense comebacks, crazy combos, and just straight beat downs. This is something to watch. Check it out!
As a Ken player this guy has truly inspired me to become even better. His execution is top notch. If you look at his button inputs everything is exactly as what is shown on screen. No button mashing here Jimmys. Tell us what you think in the comments. Don't be a Jimmy!
Source: 0ShinAkuma0 YouTube Channel
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